﻿Shader "Hidden/ftRGBM2Half"
{
	SubShader
	{
		// No culling or depth
		Cull Off ZWrite Off ZTest Always

		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag

			#include "UnityCG.cginc"

			struct appdata
			{
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
			};

			struct v2f
			{
				float2 uv : TEXCOORD0;
				float4 vertex : SV_POSITION;
			};

			v2f vert (appdata v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
                #if UNITY_UV_STARTS_AT_TOP
                o.uv = v.uv;
                #else
                o.uv = v.uv;
                o.uv.y = 1-o.uv.y;
                #endif
				return o;
			}

			sampler2D _MainTex;

			fixed4 frag (v2f i) : SV_Target
			{
                float4 c = tex2D(_MainTex, i.uv);
				return float4(c.rgb * c.a * EMISSIVE_RGBM_SCALE, 1.0);
			}
			ENDCG
		}
	}
}
